Things from FO3 would would like/dislike to see in TESV

Post » Fri May 27, 2011 2:28 am

Things I would like to see:
Keyring
Beard
Killable Children or no children. I don't care how many cells they havein their body they're still people!

Things I wouldn't like to see:
Everything else
Especially Voice Acting

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Fallout 3 was a good game but not a real RPG or FPS. Hybrids never beat pures.
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patricia kris
 
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Post » Fri May 27, 2011 6:51 am

I loved many things in FO3, but one thing is a must-have in TESV. Naming only those NPCs which have something to say and giving all others generic names. It was really frustrating in Oblivion to find NPCs which had something other than Rumours in their topic list.
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Andrew Lang
 
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Post » Fri May 27, 2011 8:05 am

if they want stat based combat, I hope for some sort of VATS-ish combat system, or else, pretty much the stat based dialog, Karma (fame) based dialog. quests multiple solutions in the way of either helping the bad guys or the good guys. the gore would be nice.
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Tyler F
 
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Post » Thu May 26, 2011 11:19 pm

I didn't like the reputations thing.

If no one knows saw what I did how can I have a bad reputation. I think going to jail should change reputation.

I wouldn't like to see much of Fallout 3 in TESV TBH.
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Kelly James
 
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Post » Fri May 27, 2011 12:06 am

I was thinking about things from Fallout 3 that I really liked and would love to see in TES V, but also some things that just don't fit... Here is the list I came up with:

Would like to see in TES V:

Locational Damage/Crippled Limbs
A variety of drugs(Instead of just skooma)
Hidden/Detected/Caution/Danger alerts when sneaking, instead of just Hidden/Detected
Companions & followers(Either individualized, named NPCs or generic mercenaries)
Dialogue options based on your stats.
Noticeable effects from karma levels(fame/infamy in TES)
Keyring

Would not like to see in TES V:

VATS-type system
Perks
Children(I hate how they couldn't be killed in any way[even through console cheats], I'd rather they just weren't in the game)
Level Cap
Only two houses(only one of which can be owned)

What would you like to see in TEV V that was in Fallout? What do you think should be left out?

Perfect, except I like perks. They let me test out what type of character I am making as I am playing it, allowing me to shape my brawler into a shadow-warrior
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Brιonα Renae
 
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Post » Fri May 27, 2011 8:22 am

I want Fallout speechcraft, lockpicking
I want fast travel like how they did it in fallout
I liked Karma I'm pretty sure we could have both good/evil and famous/infamous
I want to see companions and followers
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Victor Oropeza
 
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Post » Fri May 27, 2011 3:52 am

i think what the elders scrolls needs to learn from fallout is the characters. characters in fallout are believable and yes. FUNNY. incorporate this into the elder scrolls and you got yourself a great game
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Lillian Cawfield
 
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Post » Fri May 27, 2011 1:15 am

I want a slave trade where you can RP as a trader, and get money for capturing certain races like Argonians

funny someone with a dark elf avatar said that... hmm... im gonna go off your idea. im gonna catch elves and trade them :celebration:
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carley moss
 
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Post » Fri May 27, 2011 8:46 am

Add kids, make them immortal, but if you attack one level 250 guards spawn and have no option except resist arrest, and will not yield.
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Mark Churchman
 
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Post » Fri May 27, 2011 7:14 am

Add kids, make them immortal, but if you attack one level 250 guards spawn and have no option except resist arrest, and will not yield.

Do you mean make them mortal?
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Motionsharp
 
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Post » Fri May 27, 2011 5:44 am

I think Beth learned a lot from Fallout 3, I like to think they tried some different approaches in the game to see how the community reacts. I would be surprised if they didn't add the things that worked like beards, keyrings, and of course dialogue options based on skills/stats (loved that). I also like to think they seen the negative re-action to things like VATs (slightly, I know some people like it), Immortal children. Hard to tell how their future decision on this would go, perhaps they would see its not the effort to put kill able children since some countries don't like it and they can make up immersion in other places, maybe immortal children was a great compromise on their part or maybe they believe their fan base has grown to an extent that adding the additional realism of killable children that people would still buy the game in great numbers.
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liz barnes
 
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Post » Fri May 27, 2011 5:00 am

Would like to see in TES V:

Locational Damage/Crippled Limbs
I don't mind about that
A variety of drugs(Instead of just skooma)
YES (and I was thinking aboutthat idea on my way to school this morning).
Hidden/Detected/Caution/Danger alerts when sneaking, instead of just Hidden/Detected
YES
Companions & followers(Either individualized, named NPCs or generic mercenaries)
Kinda like the body guard they had in Trubunal.
Dialogue options based on your stats.
YES
Noticeable effects from karma levels(fame/infamy in TES)
YES
Keyring
In Oblivion, it takes me about 3 minutes to go from the top of my Misc. section in my inventory all the way down to the bottom. Most of it is Random house keys, scrolls, and random books.
Would not like to see in TES V:

VATS-type system
Perks
I would kinda like perks, I think it would be coolio, maybe every other level, or every 3 level ups.
Children(I hate how they couldn't be killed in any way[even through console cheats], I'd rather they just weren't in the game)
Im neutral about this
Level Cap
Please no cap. I'm still kinda sadfaced about Fallout 3, because I'm a level 30, and have no use in playing it anymore.
Only two houses(only one of which can be owned)
I would also like more availibility of houses, think Oblivion, but make houses have uses, my houses are just to store objects, perdy useless other than that.


My thoughts in red.



And I would also like it if the level up system was more like Oblivion, and less like Fallout 3. I liked being able to change my attributes when I level up, like how you can with Oblivion.
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Del Arte
 
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Post » Fri May 27, 2011 8:09 am

I absolutely DO NOT want to see the following:

Karma (or any other measurement of good/evil or appearance or understanding of good/evil):
I understand that Karma was a nod to the Fallout series' origins, but an absolutist representation of good and evil has no place in an ES game. Let factions, both able to be joined by the player and non-joinable NPC organizational factions, do all the judging in the world via multiple inter-meshed reputations and multiple accepted definitions of "good" and "evil." If your goal is to display a believable and cohesive world, then giving them all the exact same understanding of right and wrong completely undermines any believability you might have had. Multiple definitions is a far truer world-model.

V.A.T.S.:
Again, it worked for fallout, but such a planned-attack-cinematic-bullet-time mechanic does not fit the style of ES games.

Dialogue that puts words in your character's mouth:
One word topics allow you, the roleplayer, to use your imagination as to what your character is saying, as well as the tone and manner in which he/she says it. Full sentences do not. Furthermore, having three choices in dialogue that are all-too-obviously "good," "neutral," and "evil" dialogue choices is undesirable, as it further contributes to that absolutist representation of good and evil in the game-world, as mentioned above.

Perks:
TES emphasizes natural skill increases. As you do something, you incrementally and logically get better at it. Perks are absolutely nonsensical in such a system. Case in point: the magic perks in Oblivion. Your skill level is 49 out of 100, and you are completely incapable of casting journeyman-level spells. At 50 out of 100, just one percentage point higher, you can now cast all the journeyman-level spells you have the magicka for. It makes no progressive sense. How did a one percent increase make such a spontaneous difference? So to with fallout-style perks. How does reaching a certain level or getting certain skill-ups explain how you suddenly gain this brand-new ability in a progressive manner?




Also, you guys should note that discussing child-killing in any way, shape, or form, will draw attention of moderators and banhammers.
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The Time Car
 
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Post » Fri May 27, 2011 10:14 am

I'd really like for the method of stealing stuff in fallout 3
Spoiler
where you press in the trigger and you can 'carry' over to a place where you can be hidden and then steal it.
because after i found out about it i was like.. uhhhh i don't really have to wait until so and so stops randomly staring at me for 3 hours i could just do the trick... :|

cha'know?
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 5:53 am

@Dualowls Telekenesis :D
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Joanne
 
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Post » Thu May 26, 2011 8:28 pm

Fallout 3 perks are generally unacceptable for TES. Period.

However, some Fallout 3 perks are PARTIALLY acceptable.

Unacceptable: Almost Perfect, Pyromaniac, Size Matters, etc. These significantly alter the game mechanics or substantially boost abilities.

Acceptable: Child at Heart (strictly an RP perk)

Partially Acceptable: Black Widow and Lady Killer (damage bonus is not TES-worthy, but the RP effect is good)

Possibly acceptable: Party Boy (or Girl). Effectively, this does alter the game mechanics, but alcoholic bevs are so pointless in TES that it could quite well be used as a "Flavor" perk. Bloody Mess (5% damage is somewhat substantial, but the primary effect is to explode the corpses anyway)


The entire idea of TES perks should be "to add little bonuses that allow the player to role play their character differently than they otherwise could". An example would be "Needs Food Badly": Player must eat food regularly (~6 hours) to operate at maximum efficiency. Players opting for this perk receive a substantial bonus to fatigue regeneration for 3 game hours after eating, but suffer a penalty after 10 hours without eating. Extended periods of fasting (days) will cause the player to suffer stat penalties and health loss. Effectively, it rewards a player for playing a more tedious experience by choice, but not in a must-have way. An alternate (something I would choose over the above) would be "Improv Artist": Player may have unique dialogue options to attempt to bluff their way through a conversation. Results may not always be positive, but it could at least result in some laughs. And I like laughs.

Of course, as someone said in one of the FO3 -> TESV threads, the [Science] type options were nice. For example, an NPC might require 50 Fame to give you a quest... but when you talk to them and you're the Archmage, you could have an [Archmage] option that says "Hey, peasant. I'm the Archmage. That famous enough for you?" Whether that is enough to get the quest or not... is up to Beth's folks. But the option would be nice, even if it isn't terribly effective. (although Joe Peasant saying the new Archmage isn't famous enough is rather... unrealistic)

Mind you, these are "top of my head ideas", not "a well-thought out plan". But Perks could work. So long as they are at least 90% RP only, and don't majorly impact the mechanics. Try it out: come up with at least two perks each that could work as "predominately Role playing", one that caters to the hardcoe fans, and one that caters to people who really are playing more for the adventure than the role-playing experience. I don't apologize whatsoever for preferring the extra dialogue option to realism
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Jessica Nash
 
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Post » Fri May 27, 2011 2:56 am

I wouldn't mind having perks and keyring.

I would mind having no factions and vats.
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Bedford White
 
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Post » Thu May 26, 2011 11:09 pm

No factions? Thats not TES, thats Fable! VATS is horrible for a fantasy RPG. Perks...bah
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Jade
 
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Post » Fri May 27, 2011 4:50 am

Must have locational damage, chopping off enemy limbs. Head shots do extra damage etc.


No, less gore. Oblivion is an rpg, not a shooter.
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RAww DInsaww
 
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Post » Fri May 27, 2011 3:15 am

Would like to see in TES V:

Locational Damage/Crippled Limbs
A variety of drugs(Instead of just skooma)
Hidden/Detected/Caution/Danger alerts when sneaking, instead of just Hidden/Detected
Companions & followers(Either individualized, named NPCs or generic mercenaries)
Dialogue options based on your stats.
Noticeable effects from karma levels(fame/infamy in TES)
Keyring

Would not like to see in TES V:

VATS-type system
Perks
Children(I hate how they couldn't be killed in any way[even through console cheats], I'd rather they just weren't in the game)
Level Cap
Only two houses(only one of which can be owned)

I agree with all except with children. I wanna see children in the game, even if they're unkillable.
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Sebrina Johnstone
 
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Post » Fri May 27, 2011 6:10 am

Stuff i would like"

some freaking Water, how hard is it to go to a river and fill a empty bear bottle with water?

Limb damage and crippling.

Stats can be used outside of combat (intimidating a guy with your enormous muscles if you have a high amount of strength, or charming some one if you have a high personality).

KEYRING!!!


Stuff i wouldn't like to see:

V.A.T.S

crippled limbs can be healed to easily.

Can take a bullet (arrow) to the head or neck, unhelmeted, and live.

Armor is nothing, a small dagger can pierce Power armor (Daedric) just as well as a big hammer. i want to have arrows bounce of my armor, chain mail stop slashes but not thrusts, and wearing heavy armor over, say chain mail to add extra protection.


No, less gore. Oblivion is an rpg, not a shooter.


then what is Fallout 3? A FPS? RPG's don't have to have only swords and elves, it can have guns. But yeah, i agree with limbs getting chopped off, but less gore, no bloody mess perk. And, no instant dieing instantly from a limb getting chopped off (decapitation is a exception) , they should twitch around, try to fight on. And, no limbs getting chopped off by a dagger when the victim is wearing heavy armor, only big, heavy weapons like claymores, bastard swords, war axes should be able to do that.
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Latisha Fry
 
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Post » Thu May 26, 2011 9:24 pm

I don't think perks are really needed or that they had a really bad thing for TES, they just need to be adapted to the TES system.

For example, you could make a mix of Fallout style perks and Oblivion's skill mastery perks. When a character reaches a level of mastery, he can choose a perk in a list depending on his skills.

For example : blades perks : specialization with 1 handed sword, specialization with 2 handed swords, 2 weapons (if high agility ?), critical strike (if high luck)
speechcraft perks : Etiquette (if high intelligence), Streetwise (good ol Daggerfall skills would come back as perks), lady killer ...

and so on ... it must not be too hard to find perks for every skill. Most of them would work as skill specialization.

It could work if Bethesda uses the limited number of skills of Oblivion (or remove even more skills). In the unlikely case Bethesda re-expanded the character sheet, it would be pointless.
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Tiffany Holmes
 
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Post » Thu May 26, 2011 6:46 pm

Id like to see the dismemberment of limbs especially since your using a sword on someone..

There should be some kind of beast master perk or ability that lets you tame wild animals and keep them as companions/pets at least until they die or something.Beast Master class yo!!!!Similar to animal friend but better.

The karma system would be cool but I think its stupid that people will hate you for thefts or murders or whatever if no one saw you do it.It should work more like a reputation based on what people see you or hear about you doing.

I think it would be awesome to have a character who presents himself to the public as this heroic guy but he secretly murders and steals.Everybody loves him but hes secretly a dike.Thats how it works in real life.
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Ludivine Poussineau
 
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Post » Thu May 26, 2011 6:39 pm

Fallout 3 perks are generally unacceptable for TES. Period.

However, some Fallout 3 perks are PARTIALLY acceptable.

Unacceptable: Almost Perfect, Pyromaniac, Size Matters, etc. These significantly alter the game mechanics or substantially boost abilities.

Acceptable: Child at Heart (strictly an RP perk)

Partially Acceptable: Black Widow and Lady Killer (damage bonus is not TES-worthy, but the RP effect is good)

Possibly acceptable: Party Boy (or Girl). Effectively, this does alter the game mechanics, but alcoholic bevs are so pointless in TES that it could quite well be used as a "Flavor" perk. Bloody Mess (5% damage is somewhat substantial, but the primary effect is to explode the corpses anyway)


I was thinking the perks could give a little skill boost, or maybe even not have wild animals attack you. And the requirements for some of them could be "Must have Killed X amount of Animal A, and have skills E, F, and G at level Y."

I know, its a bad example and very vague.


But they could have a perk that will make you have a better chance of successfully picking ingredients. And do get that perk, you need yuor intelligence at a certain level, and your alchemy at a certain level.


And I hope they don't have it so when you level up, you choose what skills you rank up in, like they did in Fallout 3, but they keep the system the same, or similar to Oblivion and Morrowinds system.
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oliver klosoff
 
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Post » Fri May 27, 2011 5:50 am

I'd like to see the random encounter system.
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k a t e
 
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